作者swallow73 (吃素,减碳,救地球)
看板Paradox
标题[情报] IGN评论Europa Universalis: Rome
时间Tue Apr 15 22:57:25 2008
IGN的评论员在几个礼拜前就拿到完整版的游戏,把游戏玩透了,所以在距离发行前的几小
时便发出了这篇review。Europa Universalis: Rome漂亮的得到了8.7分的高分,以及
Editors' choice award。不过我有点好奇如果给分不好看的话,评论的老兄是不是会很
不给面子的,同样在游戏发行前放出review。
简单提一下Rome跟前几代EU的不同点。首先是时间拉前到罗马共和末期,地图缩小到大
概跟罗马帝国全盛期的领土差不多。这是可惜了点,如果能率领罗马大军攻打中国或从中
国打到欧州会很有意思。虽然有玩家发出请愿希望制作小组扩大地图,不过制作小组
拒绝了。他们应该是希望将游戏焦点放在罗马争霸史上。但值得期待的是,Rome:Total
War着名的mod Europa Barbarorum的制作小组有成员表示要帮EU:Rome制作蛮族入侵时代
的mod。话说回来,地图缩小也有好处,制作小组能够将从3代引进的3D地图
做更细致的处理,可以很明显的看到地貌的变化。预算管理的层面做了些简化,这次玩家
不必再烦恼各个科技项目slider的调整,只要处理军事维持费用就好了。贸易方面则取
消了COT,改成在各个省份牵贸易路线。军种方面,则分成了民兵、重步兵、骑兵
、弓兵、象兵与马弓兵六种。
最大的改变则是引进人事管理的成份。人物的属性除了军事能力、政治手腕、忠诚心、人
气指数和一些会影响属性的特性之外,也有好友、宿敌与婚姻家庭状况之类的人际关系。
另外游戏还会贴心的帮忙纪录每个人物的生平重大事蹟,虽然评论也提到这个纪录实在
是简略了点,很容易让人摸不着头绪。人事管理系统最有趣的地方就是手下将领有可能坐
大,发起内战。这意味着玩家必须非常小心手握重兵、颇得民心、但忠诚度低的将领。
评论员亲身碰到的例子是Seleucid的一位将军带着一小批人马叛变,势力虽然不强,然
而在经过了几个世代竟然完全征服了Seleucid全领。另外是罗马的执政者会随着选举而
更替.素质差劲的政治人物凭着财力和甜言密语坐上执政官的宝座是不时可能会出现的事。
虽然在科技研发部份做了取消预算分配的简化,不过有趣的人事系统要补足这个缺应该是
足足有余.比起三不五时就要烦恼silder怎麽做调整,我想花时间处理人事问题会比较好玩
一点。
这篇IGN的评论对Rome评价很高,在缺点方面的批判主要是这个系列介面上的老问题。资
讯呈现Rome已经做了相当的改进,不会像前几代一样会出些一堆繁杂的讯息来吵玩
家,玩家还得顺利进行游戏还得手动做很麻烦的调整。不过操作上仍有待加强。比方说当
你有一批混合着不同兵种的部队驻紮在一个省份,你得一个一个数里头有几队重步兵、骑
兵、弓兵等等。部队组成资讯在进入战斗画面後便一清二楚,然而平常的时候却没有清
楚的显示,这让人觉得相当不方便。另外是在攻城的时候,由於部队资讯被攻城画面给
挡住了,这使得指派个别部队执行其他的任务会变的相当辛苦,很容易搞不清楚你改派
了哪些部队去了其他省份。另外还有一个资讯呈现问题则是画面上的军队不论规模大小
都以一个士兵代表。这在你有很多事情要做的时候,你很容易忽略掉邻国已经在边境
集结了重兵。
虽然有这些缺点,不过值得称赞的是,差不多在游戏发行的同时,Paradox也释
出了1.1版的更新版。
以下是IGN的评论正文,有兴趣的板友请继续看下去。
Europa Universalis: Rome Review
Paradox Interactive finally brings their acclaimed series to the ancient
world.
by Steve Butts
http://pc.ign.com/articles/866/866374p1.html
April 14, 2008 - If you know us at all, you know that we're excited about
tomorrow's release of Europa Universalis: Rome. The venerable high-level real
time empire game is finally embracing an ancient setting and we couldn't be
happier about the prospect. We've spent the last few weeks playing through
the final version of the game, trying desperately to hold onto the crumbling
Seleucid empire, building a working coalition of Greek states, resisting
imperial encroachment as a small Spanish colony, and even taking sides as the
titans Rome and Carthage clashed across the Mediterranean. As you might have
guessed, we've been having fun.
If you're new to the Europa Universalis series, you should know right at the
start that it's more than just a complicated game of war. It's a sort of
geo-political simulator that divides the world up into provinces, each ruled
by a religion, a culture and, most significantly, a national power. These
provinces provide tax revenue and manpower that you can use to fund
technological research, build infrastructure or raise armies. Events play out
day-by-day in real time so you'll have the immediate intensity of a real-time
strategy game coupled with the high level strategizing of a classic 4X game.
It's an intriguing synthesis but the scale and presentation of the game mean
that it's not for everyone. Additionally, there are still some rough spots in
the design that reach as far back as the original Europa games that continue
to plague us.
In brief, the game allows you to select any starting date across over 250
years of Roman history, from the middle-Republic wars with Carthage to the
civil wars that brought about the establishment of the Empire proper. Each
date renders the political, economic and military situations as they existed
at the time, so if you start early you'll find the Macedonians in alliance
with their neighbors. If you progress a bit, you'll see them warring with the
Aetolians. Progress even further and you'll see their territories being
swallowed up by Rome. Although it probably contains a fair bit of ahistorical
speculation and game balancing, the attention to detail here is considerable.
Once you've selected a starting date, you'll pick a nation to lead from among
all the players, from Numidia to the Bosporan Kingdoms, from Egypt to
Massilia. Of course, Rome and Carthage are the big players here, but you're
free to try leading a lesser power as well. There are no set victory
conditions; you're just expected to do the best you can with what you've got.
In some cases, the best you can do is to hold on to what little power you set
out with.
You'll need to raise armies, set trade routes, colonize barbarous provinces,
appoint generals and governors, declare war, forge peace, manage alliances,
blockade enemy ports, invoke omens, put down insurrections and pretty much
anything else that a prospective world leader might have handled back in the
ancient world. It's a tall order, but thankfully, the game can be paused so
you can issue lots of orders at once.
The first Europa Universalis games buried the player under an avalanche of
pop-up messages that literally stalled the game every few seconds. Players
were forced to fine-tune their message settings to put a stop to all but the
most essential interruptions. Now the team has finally struck the right
balance, giving the important messages high visibility while also offering
players a way to dig down into the details of systems that might not interest
other people. There's even a new outline list at the top right of the screen
that summaries you armies, navies and sieges so you can tell at a glance
what's going on around the empire.
The designers have also abstracted several portions of the game to help ease
the overall management crunch that plagued the first games. Technology
research progresses regularly over time but instead of having to upgrade your
existing infrastructure every generation, your new discoveries take the form
of bonuses to your existing assets. And given the ancient history setting,
you won't be worrying about dozens of different types of units here. Instead,
you'll just have access to a few general types. They are still specific to
each nation, so you'll have plenty of cultural flavor among the forces you're
leading.
Since this isn't a game about tactics, there's no real interaction with the
battles. You'll simply sit and watch the affair play out before your eyes
courtesy of a small pop-up battle window. Here you can see the numbers and
types of units involved, the commanders, terrain or skill modifiers, morale
levels and the random die roll that influence the outcome. Even if you're
just looking at the small animation on the game map itself, you can see the
numbers of casualties floating up above the combatants' heads. But
ultimately, this is all just window-dressing for the battles which you really
have no input in whatsoever.
Some players will quite naturally be put off by this lack of control. They
might argue that the game would be more fun if they could set general tactics
or formations for each battle. But we think that's missing the point. Those
types of interactions would, to our thinking at least, be out of place in a
game of this scale. Here, the real test of your strategic mettle is whether
or not you're creating balanced armies and putting them in the right places
under the right commanders. While we thoroughly enjoy the tactical experience
in games like Rome: Total War, that's not the type of experience that Paradox
is going for in the Europa Universalis series and its inclusion would add a
layer of management that would distract from the real purpose of the game.
There's a similar complaint to be leveled at the relatively indecisive nature
of most of the battles. It's not uncommon to see only a few thousand
casualties for battles involving twenty to thirty thousand units. And while
it's historically accurate that an army will give up and run before allowing
itself to be completely annihilated by the enemy, it does mean that the
player will have to chase an enemy army across several provinces (or even
back and forth across the same two provinces) before they can actually
destroy them. Realistic as it might be, it can still get annoying,
particularly when you happen to have an enemy completely surrounded and they
still manage to break out.
If you're not careful about the loyalty of your generals and the happiness of
your population, then you just might have a civil war on your hands. We've
seen entire nations split in half over the mismanagement of resources and the
popularity of a general with a big army. In our largest game a small group of
rebels in a far corner of the Seleucid empire managed not only to carve out a
nice slice of empire for themselves but over the course of a few generations,
actually eliminate the entire Seleucid empire altogether. The cool thing
about civil wars, depending on what side you're on, is that there's no room
for peaceful coexistence between the sides so you can be sure that the
conflict will rage until one or the other parties is completely destroyed.
But even with all the good, there are some definite flaws in this gem that
are hard to look past. First army management is a huge pain and could benefit
from some very simple tools. To begin with, there's no way to sort the units
by type so if you want to know how much heavy infantry or cavalry you have in
a given army, you have scroll through the whole list and count them. It's
particularly aggravating because the second you enter a battle or a siege,
you see a window right at the bottom that tells you how many of each troop
type you have. If this information were available throughout the rest of the
game, it would make army management much easier.
It's also unfortunate, not to mention altogether mystifying, that you can't
manage your armies around a siege. Once your forces surround an enemy fort,
you can just forget being able to do anything at all to organize them. It's
true that you can select the individual armies in that province, but the
siege window prevents you from seeing which of the armies you've selected.
You can only tell that if you give them a move order. If you'd like to break
a besieging army up to send a portion of the army off on another mission, you
can only do so by actually lifting the siege entirely, reorganizing the units
and then starting the siege all over again. It's a real time waster and a
constant source of aggravation, particularly during wars where you're making
lots of invasions.
There are general movement issues as well. To begin with, EU Rome suffers
from the same movement resets that come whenever you decide to issue new
orders to your units. Even with the game paused, you'll find yourself wasting
a good few weeks of marching simply because you wanted to refine an army's
destination. This occurs even when your change in orders sends a unit exactly
where it was going in the first place, which is particularly obnoxious and
has been throughout the entire life of this franchise. It helps to know where
you're going in the first place, of course, but that's not always practical
in the world of EU Rome.
I remember previous EU games had an option to synchronize the arrival of
invading armies from different territories as well, but that has to be
managed by hand in EU Rome. This means that you'll have to go ahead and order
movement from both territories, check the arrival dates and hold back the
faster army until you know their arrival time will match that of the other
army.
The story elements in a character's history tab promised to be a really
stunning new feature that let you see the events of an entire character's
life summed up in a single page. And while it's definitely amazing to see the
offices they held and the battles they won (or lost), the actual character
event references are nearly impossible to decipher. We're sure they reference
the events that pop up from time to time during the game, but what am I to
make of a line that simply says "It's pragmatism, not laziness in Why Do It
Now?" Obviously it references some key character event that I had to make
some choice in but a little more information would definitely help to give it
some meaning.
Diplomacy seems a bit hampered as well. To begin with, there really aren't
enough options for increasing your standing with another nation, and it's
entirely unclear why there should be so much animosity growing between you
and nations that are on the other side of the world from you. Beyond that,
the peace negotiations seem to be somewhat hampered by the inability to make
allowances for third party interests. If, for example, you're negotiating as
the head of an alliance, it's impossible for you to force the defeated nation
to cede provinces to your allies. It's also similarly impossible to annex an
entire nation if one of their core provinces is being held by another
combatant.
8.5 Presentation
A great setting for a great game design. Some notable interface improvements
have made their way into the game.
7.5 Graphics
Still clings to the board game aesthetic but adds a bit more polish in a few
key areas.
7.0 Sound
Good enough to get the job done but won't hold your attention for long.
9.0 Gameplay
Touches on nearly every level of grand strategy and manages to present it in
a comprehensible fashion. Suffers from some interface problems.
9.0 Lasting Appeal
The "what ifs" of history are very compelling here, particularly given the
accurate starting positions. Loads of playable nations with goals you set
yourself.
8.7
Great OVERALL
(out of 10 / not an average)
--
■所有荷兰人如果每周一天不吃肉,就可达到荷兰政府希望家家户户一年所减少的二氧化
碳排放量目标。
■南美洲约有四亿公顷的黄豆作物是种给牛吃的;如果是提供给人类食用,则只需两千五
百万公顷就可以满足全世界所需。
「不吃肉、骑脚踏车、少消费,就可协助遏止全球暖化。」 by Dr. Rajendra Pachauri
--
※ 发信站: 批踢踢实业坊(ptt.cc)
◆ From: 122.127.65.121
※ 编辑: swallow73 来自: 122.127.65.121 (04/15 23:55)
1F:推 atschung:战略版的全军破敌-罗马? 04/16 03:48
2F:→ takase:不如说是EU3版的CK..... 04/16 04:51
3F:→ takase:NFO出来了..... 04/16 04:51
4F:→ swallow73:了解,非常感谢t大提供的资讯。 04/16 06:44
5F:→ swallow73:人事系统还有一点很有趣且写实。部队会对将领个人效忠, 04/16 06:59
6F:→ swallow73:好处是战斗效率增加,坏处是增加将领叛变可能XD 04/16 07:00
8F:→ peregrinos:希望不要有CK的每月一顿阿 04/16 13:33
9F:推 peregrinos:我看到生平大事系统 大概又会每月一顿吧 04/16 13:41
10F:→ peregrinos:这样资料会超级繁杂吧 跟CK一样 04/16 13:42
11F:推 Swashbuckler:期待... 04/17 01:42